GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The innkeeper confirms that the ear and earring belonged to Saki (she worked here, after all). The Kellid's name is given as Kundal.

Augrym already bought some wolfsbane. What is your plan exactly? Wait at the inn? Patrol the town? Split up?


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Plan:

1. Use remaining daylight to ask around Solasgaard (Gather Information.)
2. Return to the Inn, incognito.
3. When this Kundal returns, we subdue him. Then we figure out what's going on.

Diplomacy (Gather Information): 1d20 + 11 ⇒ (15) + 11 = 26


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

And silver. Gotta buy silver.

"Good leader brother friend Taranis. Each night this man becomes a beast. And each night there is a murder. But none of these murders have been in the inn. I do not believe he will be returning here until after he turns and commits these likely unintended acts. We should patrol the city after dark but hope we find him during the day before he turns."

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

"Augrym's plan is sound. But, what does this person look like?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

GM:

Augrym: 1d20 + 14 ⇒ (13) + 14 = 27 DV60
Marc: 1d20 + 4 ⇒ (7) + 4 = 11
Taranis: 1d20 + 9 ⇒ (8) + 9 = 17 and Tothfangen: 1d20 + 6 ⇒ (18) + 6 = 24 LLV Scent
Unrak: 1d20 + 4 ⇒ (2) + 4 = 6
Zed: 1d20 + 10 ⇒ (11) + 10 = 21 LLV, +3 well-lit visual if Aurora nearby
1d20 + 3 ⇒ (17) + 3 = 20

The sun soon dips below the horizon and, try as you might, you have no success in searching for Kundal before dusk. Instead, you split up to patrol the streets of your new and growing city.

The hours stretch on. Dusk turns to darkness, but long shadows remain in the light of the full moon. Time passes slowly but surely. Few people wander the streets at this hour, and gradually you are all but alone.

Patrolling with Taranis to the southeast, Toth sniffs at the wind and growls. Hundreds of feet away, Augrym catches movement out of the corner of his eye. There! Down an alleyway, he glimpses the head of a wolf framed in the moonlight just before it moves out of sight. A shout goes up to break the night's quiet!

Initiative!:

Augrym: 1d20 + 4 ⇒ (3) + 4 = 7 +2 if Surprise
Marc: 1d20 + 4 ⇒ (10) + 4 = 14
Taranis: 1d20 + 2 ⇒ (9) + 2 = 11
Unrak: 1d20 + 3 ⇒ (14) + 3 = 17
Zed: 1d20 + 8 ⇒ (6) + 8 = 14
Hostiles: 1d20 + 7 ⇒ (6) + 7 = 13

Round I
1. Unrak, Zed, Marc
2. Werewolf
3. Taranis, Augrym


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Hearing the shouts of his companions, Unrak dashes toward the center of the area back to them--and sees the beastie in front of him! With a start, he yells HERE!! then quickly casts Shield, ready for the kerfuffle that he's sure will follow...

current AC is 24

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc rushes towards sound of Unrak's warning. As he moves he swiftly asks for Erastil's favor as he moves towards danger.

swift cast divine favor and double move.


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Round the First
  • Current HPs: 100%

Zed casts Mage Armor and advances, careful to stay behind the hardier party members.


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Peregrine Falcon

Aurora circles lazily overhead while Zed actively remembers that she exists.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The wolf-man snarls and moves to the attack, hefting an enormous greataxe to menace Unrak!

Greataxe @ Unrak: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

The sorcerer's timely spell wards off the heavy blade!

Round I
1. Unrak, Zed, Marc
2. Werewolf
3. Taranis, Augrym

Round II
1. Unrak, Zed, Marc
2. Werewolf
3. Taranis, Augrym


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Take him alive! Take him alive! He knows not what he's doing. Toth! Take him down!" Trusting that if the cat takes him down, Taranis can call him off.

Meanwhile the druid curses not having an entangle spell ready and simply hustles to get to the scene.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Got it.

The bloodrager makes the rare decision to keep his head about him in battle, so as not to accidentally take this thing's head off. Using the flat of his blade, he brings a mighty swing on the beastie's head.

attack: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21 <--THREAT (if it's a hit...)
damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21

confirm: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak lands a mighty blow, but it will take far more than that to bring the lycanthrope down.

Round I
1. Unrak, Zed, Marc
2. Werewolf
3. Taranis, Augrym

Round II
1. Unrak, Zed, Marc
2. Werewolf (16 nonlethal)
3. Taranis, Augrym


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Tell the elk to stay behind. Double move to get over to him.

"At last we have found the foul beast!!"

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc hurries to turn the corner and as he does he stops short and prepares to attack the creature if he gets the opportunity.

Attacks of Opportunity:

1st
attack on green: 1d20 + 13 ⇒ (12) + 13 = 25
damage?: 2d4 + 10 ⇒ (1, 2) + 10 = 13
2nd
attack on green: 1d20 + 13 ⇒ (18) + 13 = 31
damage?: 2d4 + 10 ⇒ (3, 4) + 10 = 17
3rd
attack on green: 1d20 + 13 ⇒ (17) + 13 = 30
damage?: 2d4 + 10 ⇒ (4, 4) + 10 = 18


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Botting for Zed as he's traveling. (A double move.) With a quiet curse, Zed moves into position.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

With a single-minded focus, the werewolf hacks again at the well-shielded Unrak, whose defenses hold fast.

Greataxe @ Unrak: 1d20 + 11 ⇒ (8) + 11 = 19 MISS
Bite @ Unrak: 1d20 + 5 ⇒ (7) + 5 = 12 MISS

Round II
1. Unrak, Zed, Marc
2. Werewolf (16 nonlethal)
3. Taranis, Augrym


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

"I hope to not injure you too much, my new dog faced friend. Perhaps, once we've shaved the hair away, you are a nice person underneath it all."

Study this opponent and sneak attack with my silver longsword.

knowledge: 1d20 + 10 ⇒ (16) + 10 = 26
If I get anything, looking for how you contract lycanthropy. Plus surprise me with any other knowledge I may find useful.

attack: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (4, 1) = 11


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis rushes forward and then stomps hard on the ground. A ripple of energy streaks forward to the ground underneath the werewolf's feet:
Trip: 1d20 + 8 ⇒ (10) + 8 = 18


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Holding to see the result of Augrym and Taranis.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Augrym knows that the primary way one contracts lycanthropy is to be bitten by an afflicted lycanthrope.

The half-orc's slash easily finds its way to skin, but Taranis' earth magic is unable to faze the beast.

Round II
1. Unrak, Zed, Marc
2. Werewolf (6 dmg, 16 nonlethal)
3. Taranis (Toth, Augrym


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Toth, incapable of holding back his fangs, bites down on the werewolf:

Bite: 1d20 + 5 ⇒ (8) + 5 = 13 Guessing a miss.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Toth's teeth find only toughened hide!

Round III
1. Unrak, Zed, Marc
2. Werewolf (6 dmg, 16 nonlethal)
3. Taranis, Augrym


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

The bloodrager is satisfied he’s softened up the monster with his held-back blow. Now he roars and lets out his inner rage, now striking full out!

Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 13 ⇒ (4, 4) + 13 = 21


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak's heavy axe plows a deep gouge in the dirt.

Round III
1. Unrak, Zed, Marc
2. Werewolf (6 dmg, 16 nonlethal)
3. Taranis, Augrym


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Round the Third

  • Current HPs: 27/27

    Zed weaves his fingers with a gossamer filament of spider silk around them, and utters some words of magic... a sticky Web appears to engulf the creature!
    Spell DC: 17


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    As S alluded to in Slack, web requires two or more diametrically opposed anchor points to be effective. In this case, the 20 ft spread and the alley configuration means you are either webbing your target plus Toth and Unrak, or your target plus Augrym and Marc. I will assume the former (unless you specify otherwise), so I need a Reflex save from Unrak and Toth versus the web.

    Reflex: 1d20 ⇒ 1 FAIL

    Thick webbing springs into the melee, ensnaring the snarling werewolf as well as some of the Huntsmen.

    Round III
    1. Unrak (Reflex), Zed, Marc
    2. Werewolf (6 dmg, 16 nonlethal, grappled)
    3. Taranis (Toth Reflex), Augrym


    Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

    REF: 1d20 + 8 ⇒ (15) + 8 = 23 The cat deftly avoids the worst of it.


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Ref: 1d20 + 4 ⇒ (2) + 4 = 6

    Unrak is grappled by the web, and is outraged!!! RAR!!


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Zed grins sheepishly and bandies about the excuse that he thoughtlessly tried to cast an old spell he used to know called Greater Web of Lycanthrope Capture which doesnt have nearly the limitations of the parlor tricks he is forced to employ now. He is clearly embarrassed.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Zed remarks to himself that, with some dedicated spell research, he may one day do so again.

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc sees the creature caught in the web and takes the opportunity to knock it in the head with the flat of his blade:

    nonlethal attack: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12
    damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    CMB: 1d20 + 10 ⇒ (11) + 10 = 21

    With a mighty howl, the werewolf bursts free of the webbing! Marc's glaive gets caught in the sticky fibers and it takes him a moment to yank it free.

    Round III
    1. Unrak (grappled), Zed, Marc
    2. Werewolf (6 dmg, 16 nonlethal)
    3. Taranis, Augrym


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    If Zed wanted to dismiss the web, I'd be ok with that. :-) You win some, you lose some...


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis tries a different approach to controlling the situation, freeing his brother! Liberating Command: 1d20 + 8 ⇒ (16) + 8 = 24. Then he summons forth a ball of flame to burn the werewolf a bit and begin on the web itself. FIRE: 3d6 ⇒ (3, 3, 6) = 12 REF DC 16 negates.


    Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

    Toth keeps trying to complete his master's command!

    Bite: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 MISS?
    Left Claw: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 for DMG: 1d4 + 2 ⇒ (2) + 2 = 4
    Right Claw: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Reflex: 1d20 ⇒ 4

    The smell of burnt hair and flesh fills your nostrils. Toth's claws find purchase only once, yet still fail to draw blood.

    Round III
    1. Unrak (grappled), Zed, Marc
    2. Werewolf (6 dmg, 16 nonlethal)
    3. Taranis, Augrym

    Round IV
    1. Unrak (grappled), Zed, Marc
    2. Werewolf (18 dmg, 16 nonlethal)
    3. Taranis, Augrym


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    "You will fall this day, but rise in the morning. In a decent amount of pain, mind you."

    attack: 1d20 + 13 ⇒ (14) + 13 = 27
    damage: 1d8 + 5 + 2d6 ⇒ (6) + 5 + (5, 6) = 22


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    point of order: Unrak isn’t grappled; Taranis freer him

    Unrak strikes again, paying no heed to finesse or mercy

    Attack, destined strike: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

    Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Augrym and Unrak deliver two deep wounds to the werewolf, knocking him into the wall.

    Out of combat! You have an bleeding werewolf covered in spiderwebs.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "Quickly now! Zed, drop the webs!"

    Taranis rushes over, pulling a wand out of his bandoleer and using it on the bleeding man. CLW: 1d8 + 1 ⇒ (3) + 1 = 4

    "Bind him, quickly everyone. Augrym stand ready with a weapon! I'll cast a small spell. Brother Unrak, feed him some wolfsbane!" I cast Guidance on him as Unrak feeds him a dose.


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak breathes deeply for a moment, calming himself. Then he grunts, sheathes his blade, & does as his brother says.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    1d20 ⇒ 5

    The bloodflow stanches and the poison goes down the gullet. For the moment, nothing else happens.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "More!" How many did we buy?


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    You all are tracking that, so... you tell me.

    1d20 ⇒ 3

    After about ten minutes, the werewolf's veins turn a dark shade. The beast convulses unconsciously, straining its bindings.

    Con Damage: 1d3 ⇒ 1


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Another minute passes in the still midnight air. The werewolf convulses again.

    Fort: 1d20 ⇒ 3
    Con Damage: 1d3 ⇒ 1


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 12 R 8 W 7 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    ...soooo is something supposed to happen?


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    "Good leader brother friend Taranis, did we succeed? Dod we need to keep cramming Wolfsbane down his gullet? My sword is always at the ready and yours, but I am not sure what is next."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    GM willing, I'd have purchased 10 doses for 5 gp. I'd try until expended, and then keep him tied up.

    "No, we have not. The man really seems to be suffering. continue to feed him until we are out. Be ready with more rope. Does anyone have any manacles?"

    FORT: 1d20 ⇒ 12
    FORT: 1d20 ⇒ 9
    FORT: 1d20 ⇒ 17

    First half. Will delay for GM


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Clarification based on Slack. Requires rewinding to just after the fight

    "Quickly, bind him! His affliction is nothing minor. We must keep him under guard at the barracks for now. I'll send a messenger in the morning. Hopefully we can get a cleric of power to try to cure his curse. Let us get him back as soon as possible."

    Get him to the barracks. I'll send an animal messenger tomorrow unless we have a cleric who can cast Remove Curse?

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